I am not sure I will ever learn to enjoy working with RedSDK, but I keep trying - I am not sure why. This was today's experiment. I am only marginally happy with it, but I already spent far too much time trying to work it out. I don't like how us TurboCAD users get left to try and figure it all out mostly from scratch. I have seen other rendering engines that have a whole host of default textures that work well right out of the box. Only those that really want to delve deeper need do so in these cases.

I am not sure I will ever learn to enjoy working with RedSDK, but I keep trying - I am not sure why. This was today's experiment. I am only marginally happy with it, but I already spent far too much time trying to work it out. I don't like how us TurboCAD users get left to try and figure it all out mostly from scratch. I have seen other rendering engines that have a whole host of default textures that work well right out of the box. Only those that really want to delve deeper need do so in these cases.

Hi Don,

yes, very nice render as always, but, more importantly, I agree with the sentiments expressed in your posting.At the end of the day, for the most part, we'll have to deal with the cards we are given.

Marek, I don't have LightWorks installed in TC 2015, so if I switch to GDI I have no quality or advanced rendering capabilities. I don't intend to install LightWorks in TC 2015 because I fear that it will disappear anyway down the road. As such I am just going to get used to RedSDK in TC 2015.

However, for any work related projects I need to use TurboCAD for, I will continue to use V21 and LightWorks, since it is much easier and quicker to get the results I am after.

Even though I haven't gotten to the point where I am working with RedSDK materials, renders in Don's Vise tutorial. I am also going along the lines of keeping V21 for the LightWorks. And use 2015 for learning RedSDK and new projects. And Don, I hope someday I can be half as good as your work. The glass and liquid look good to me.

Doesn't seem like anything this promises is included in TurboCAD, but I could be wrong.

Not much point contacting RedWay (one of their pages says they won't even return e-mails from any 'free' account and I use Gmail). While I could re-activate my old Time-Warner account now that I'm back on cable, I'm thinking that particular 'paid' e-mail domain isn't what they meant.

Some of us are working hard on RedSDK and it will take time for us to fully understand and how to help users get the best out of it. Maybe once we are fully confident in the Material settings we will create a forum area for Materials and other settings to be exchanged.

What I can tell you is that RedSDK follows the Vray Render Engine principles quite closely. Redway say 100% with some exceptions.

Redway are working on a End User guide as we speak and this may not be released until their Build 4.0 redSDK version is available.

The material settings we have are quite powerful and these all interact with each other. It seems basic but an few tweaks can really make a difference to our renders. We have to remember that the materials really interact with each other like in the real world as this type of engine is based on being physically correct.

I am not sure I will ever learn to enjoy working with RedSDK, but I keep trying - I am not sure why. This was today's experiment. I am only marginally happy with it, but I already spent far too much time trying to work it out. I don't like how us TurboCAD users get left to try and figure it all out mostly from scratch. I have seen other rendering engines that have a whole host of default textures that work well right out of the box. Only those that really want to delve deeper need do so in these cases.

Although you manage to create your rendition with expertise. I support your opinion. I found navigating by all pop up waring dialog when working and restarting TC with w7 annoying.Light works has not cause me any issues over the course of the years.Reassuring the drivers are to make fully functional is extra step to research via Redsdk web link creates more work to make it fully operational.I suppose it will make damper on your tutorials and may have to be factor in. The features light probes,hdri,cubical maps doesn't appear to be or function as expected in some cases.

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Even a mistake may turn out to be the one thing necessary to a worthwhile achievement Henry FordIf I have ever made any valuable discoveries it has been owing more to patient attention than to any other talent Isaac NewtonI have not failed Ive just found 10,000 ways that won't work Thomas Edison

Well Don, that render looks pretty much like a glass half full of water.Working in 19.2 pro/plat I can't even experiment with RedSDK as having RedSDK enabled interferes with the selection process. If you try and select anything, instead of magenta highlighting an object, a gray box is created, obscuring the object. It can not be worked with.

That's fantastic Don! Cheers! I personally appreciate you continuing to stick to using Redsdk....even if not all of the time.

Just to be clear there are no plans to eliminate LW, as least none that I am aware of

While Redsdk can be challenging to use the results are impressive. We do plan to continue improving all Redsdk related functionality.

One of the biggest hurdles to date has been the maturity of Redsdk itself. By this I mean Redway continues make significant changes within their own technology in order to improve their offering. Unfortunately some of those changes have caused major behavioral changes between versions of TC. As Redsdk matures I believe those types of situations will occur much less frequently.

Regarding the materials....Darrel's makes a very important point.

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The material settings we have are quite powerful and these all interact with each other. It seems basic but an few tweaks can really make a difference to our renders. We have to remember that the materials really interact with each other like in the real world as this type of engine is based on being physically correct.

We do intend to get the presets for lighting, materials and render styles to feel more consistent and predictable going forward.